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Everything posted by Infinitron
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That's correct. The issue addressed by Josh Sawyer here:
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I don't know where you guys are getting the idea that Might doesn't represent physical strength. It absolutely does. Yes, in the world of Eora, strong young wizards generate more intense spells that do more damage.
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wat Only plate armors, and both had meaninglessly low thresholds considering the type of characters that usually wore them. It's absurd to suggest that AD&D armor was more complex than PoE's system.
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With the possible exception of Divinity: Original Sin (which had the advantage of years of development and some very unique features that helped people overlook its flaws) I've yet to see a Kickstarter RPG beta that didn't make a large number of its backers weep or rage. This is going to keep on happening. It'll happen with Torment, too. An unfinished RPG is an ugly, ugly thing.
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If somebody told you four years ago that you would be getting a new Infinity Engine game, but that you'd hate and reject it due to its implementation of the Strength attribute and its health mechanics, you'd think they were crazy. Have some proportion, people.
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No I agree, I think the hit and miss mechanics of D&D are fine, it's Josh who doesn't like them. He wanted no miss at all remember. You seemed to enjoy the high-damage hits in your videos well enough, though. ("Oooh, 47, nice hit!")
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Haha, it would actually be a very Sawyery move to give every enemy in the game (or at least most of them) a ranged attack of some sort, but it's probably too late to do something like that now. I know some people who say that one of the key disadvantages of Black Isle's Infinity Engine games when compared to Bioware's is that the former didn't have enough effective ranged enemies. Maybe that's something that needs to be considered.
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I believe that strictly speaking "gamism" means that the game design should focus on offering players the maximum number of viable, interesting and challenging choices at all times, even at the expense of realism and narrative cohesion (although in CRPGs the latter element is less often sacrificed in the pursuit of gamist goals)
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This thread is primarily about heavy armor not being useful enough and you just suggested a mechanic to make it even less attractive
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Well, that's tactics, and you are taking a risk by doing that - if an enemy does somehow get close to your naked character, he's in trouble. You know what could be interesting, though? Have enemies prioritize lightly armored characters, and try to make a beeline for them. Have naked characters generate more aggro, basically.
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Fair enough. I don't necessarily agree that there should always be a reason for ranged characters to wear heavy armor, though. It won't be a tragedy if they wear padded armor most of the time. I mean, let's face it, they're ranged. Not having to wear heavy armor kind of comes with the territory. Maybe later on in the game, when there are mages that inflict huge damage from a distance or something, a "plate-armored archer" type of thing might come into play. We probably just need more ranged enemies, and also more melee enemies that break disengagement and try to make a run for your ranged guys if they're doing too much damage.
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Ranged characters could easily run around "nude" in the IE games as well. It's just that there was no reason for them not to wear armor, so you just slapped some on whenever you found some. The strong association between armor types and classes in AD&D helped motivate players to do this - thieves wear leather! mages wear robes! fighters and clerics wear plate! Don't ask why, they just do! And players went along with that, and received their beloved archetypes, even if they didn't actually really have to. But when a game gives you more choices, well, you suddenly realize you don't actually have to make a choice at all. But I digress. Ranged enemies firing back at your ranged characters should be the motivation for wearing armor; perhaps this will end up being Josh's rationale for increasing ranged damage on bows, as Sensuki fervently desires. Or maybe there just need to be more ranged enemies.
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Second impressions thread! [Build 278 version]
Infinitron replied to Tartantyco's topic in Backer Beta Discussion
They're both viable. It's you who insists on inserting the word "equal". Actually, it's easier to demonstrate an "equality" between leather and plate in 3rd Edition D&D than it is in Pillars of Eternity. In 3E D&D, If you have high enough dexterity, leather armor can give you the same or more benefit in AC than plate does. -
Second impressions thread! [Build 278 version]
Infinitron replied to Tartantyco's topic in Backer Beta Discussion
Ouch. Well at the time, it probably made sense. People though armors would work like in IE games, not this Leather armor = Plate armor crap. I'm not sure why you think it "=". Plate armor has higher DT than leather armor, but makes you slower. It's a fairly reasonable tradeoff even if you're a simulationist. (But generally speaking I'd recommend staying far away from this game if you can't deal with "gamism".) -
Second impressions thread! [Build 278 version]
Infinitron replied to Tartantyco's topic in Backer Beta Discussion
You mean percentages? That was something I mentioned earlier in the thread. Warcraft 3 used percentage based armor because of this issue I believe (but they used integer based damage). No, I mean fractions as in floating point numbers. DT 1.0, DT 1.5, DT 2.3, etc. There you go, smaller numbers for HP and damage and everything. -
Second impressions thread! [Build 278 version]
Infinitron replied to Tartantyco's topic in Backer Beta Discussion
Archangel: Durability? Let me tell you about durability. -
Second impressions thread! [Build 278 version]
Infinitron replied to Tartantyco's topic in Backer Beta Discussion
Maybe the DT values should be fractions. -
Pretty disappointed, this launches in December?
Infinitron replied to khermann's topic in Backer Beta Discussion
Sarex: Of course. Atmosphere is in part a function of narrative immersion. As for the system and its "uniformity", what Stun* sees as a betrayal of the Infinity Engine's values, I see as a glorious attempt to finally join together the class-based Infinity Engine/Baldur's Gate design philosophy and the classless, flexible Fallout-style design philosophy. It's what we would have gotten if Black Isle had ever gotten their chance at developing a "big" fantasy RPG, and I for one can't wait to see how it ends up. *(Of course, I have no idea what "non-combat roles" Stun is talking about - as if the IE games had any non-combat activity worth speaking of outside of some thieving abilities. I think what he really means is that in the IE games fighters had to be strong, wizards had to be smart, etc, all of which eventually maps into combat roles even if it's not combat directly.) -
Pretty disappointed, this launches in December?
Infinitron replied to khermann's topic in Backer Beta Discussion
I'd recommend coming into it from NwN2. Well, no, because then you'd be used to having a hotbar and other such post-WoW amenities. Also, less party members to manage. It's definitely a game by the lead designer of Icewind Dale 2. -
Pretty disappointed, this launches in December?
Infinitron replied to khermann's topic in Backer Beta Discussion
The game definitely feels like an IE game, but it doesn't feel like AD&D. I'd recommend coming into it from Icewind Dale 2. -
What's easier to change, the health/stamina ratio or the distribution of healing potions throughout the entire game
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The truth is that all strategic health concerns are "frustrating". Running out of limited supplies for resting? Frustrating. Areas where you can't rest and have to run back to town? Frustrating. Resting in the wild and getting ambushed by random encounters every time? Frustrating. Imposing a time limit on the quest or the entire game so players don't waste time resting? As the reactions to Fallout and Mask of the Betrayer showed, definitely frustrating. Heck, even waiting for your health to slowly regenerate in a game that does that is frustrating. So, what exactly is the alternative other than going full Dragon Age? At least having supplies that you can buy or find lets you mitigate things to some extent, instead of imposing a hard limit on you.
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Downloading/Installing right now mate. Guess now I can remove my signature disclaimer STATING that I'm not in the beta (which I'm sure you've seen, read and acknowledged). Wonderful. Now you won't have any more excuses for being wrong.
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Maybe you should play the game before writing off its mechanics, mutonizer.